Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

A bit too soon to start talking stats, but I didn't want to lose this info.

This came up on an old thread over on Bloo, it is from the WotC scenario that came with the Sarlacc tile.

This is by Eric Cagle and was in a WotC Mission.

Special Scenario RulesThe follow special rules are in effect for this mission:

Landspeeder: This scenario utilizes the landspeeder tile found in Ultimate Missions: Rebel Storm. The landspeeder is considered low terrain, but is otherwise just an object unless the Aqualish Spy can get inside and escape (see above).

Held By the Sarlacc: The Sarlacc occupies the Great Pit of Carkoon, indicated by the orange pit lines. In addition, the Sarlacc's tentacles reach all squares adjacent to its pit. Consider both the pit and adjacent squares as threatened squares: a character that moves through, or activates within, any of these threatened squares risks being grabbed by the Sarlacc's tentacles.

A character that's grabbed must make a Save 12 or be held. A held character cannot move, but can still attack legal targets. On its turn, a held character can attempt another Save 12 to free himself (but only after saving against being dragged closer; see Dragged Into the Sarlacc, below). This attempt replaces the character's attacks; if successful, the character can then move as part of his turn.

Dragged Into the Sarlacc: A character that activates while being held must make a second save (Save 12) against being dragged. Failure means the character is dragged one square closer to the maw of the Sarlacc (the center square).

Whether or not the character is dragged closer, he can still attempt another Save 12 against being held. However, a character that frees himself while in the Sarlacc's pit faces some difficulty in extracting himself (see Escaping the Sarlacc, below).

Eaten By the Sarlacc: A character dragged to the maw of the Sarlacc (the center square) risks being consumed. Anytime a character activates while on the center square, he must make a Save 16 or be consumed (in which case he is immediately removed from the battle grid, assumed to be slowly digested over the course of the next thousand years).

The Sarlacc will not attempt to drag another character into its maw until a character already in that square has been consumed.

Escaping the Sarlacc: A character dragged into the Sarlacc's pit who makes the Save 12 to free himself from being held must still climb out. Moving out of any orange pit square (even from one orange square to another) counts as three spaces.

In addition, escaping may still require moving through squares that the Sarlacc threatens. If so, this invokes the Sarlacc's tentacles, and another Save 12 will be required to escape from being held.

Just a Little Higher: Characters can attempt to disable the tentacles holding them. Each tentacle has Defense 15 and Hit Points 20. Defeating a tentacle means that it releases the character immediately. (Note that a character cannot save against being held and attack the tentacle holding him in the same turn.)

An ally may fire at a tentacle holding a character, as long as that ally has line of sight to that character. Effects from cover still apply. However, this involves some risk. On a natural 1, 2, or 3, the ally firing at a tentacle accidentally hits the trapped character and inflicts damage to that character instead. An ally using Melee Attack to free an adjacent character never risks hitting that character.

Again, once a character has been released, he may still need to move through threatened squares to fully escape the Sarlacc (see Escaping the Sarlacc, above).

Kill the Sarlacc: Characters may attempt to defeat the Sarlacc (or at least stop its activity temporarily). The Sarlacc has Defense 22 and Hit Points 200. If defeated, the Sarlacc releases any held characters and does not consume any character in its maw, and its tentacles make no further grabs.

Furthermore, a grenade attack centered on the Sarlacc's maw temporarily stuns it. If the Sarlacc fails its save against the grenade attack, it releases any held characters and does not consume any character in its maw for that round, and its tentacles make no further grabs for that round. Of course, any character adjacent to the Sarlacc's maw also risks being injured by the grenade.

Walk the Plank: Characters may attempt to push enemies into the Sarlacc. To do so, a character makes a standard attack against an adjacent enemy. If successful, the enemy is moved one square in a direction of the attacking character's choice.

Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.) Savage (This character must end his move next to an enemy if he can and does not benefit from commander effects) Melee Attack (Can attack only adjacent enemies) Triple Attack (On his turn, this character can make 2 extra attacks instead of moving) Clamp (An enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates) Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies) Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent) Absorb Life Energy (When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.)

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

Pit is already an official type of Terrain and that would suggest one could fall into it. Not that I think that a character shouldn't be able to fall into it, on the contrary I think it should be dangerous to everyone. Reading on the Wook, they also mention a Lesser Sarlacc and Larval Sarlacc. Looking at the battle of Carkoon, the pit is totally massive, but the mouth is what we're designing and it could be properly represented by a Huge. Troop cart is an interesting thought, because you could have characters "trapped" sitting in it. I think it will have people scratching their heads quite a bit to see it on the stat card.

I like the idea of building on as many already existing Special Abilities, I feel that's important. I don't know if we're going to and I don't think we necessarily should completely shy away from creating a new appropriate SA though when needed.

We need to decide on a name today, so we'll vote and whatever the most popular choice is by tomorrow morning will be our submission. The RM, I think can wait a couple more days.

Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.) Savage (This character must end his move next to an enemy if he can and does not benefit from commander effects) Melee Attack (Can attack only adjacent enemies) Triple Attack (On his turn, this character can make 2 extra attacks instead of moving) Clamp (An enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates) Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies) Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent) Absorb Life Energy (When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.)

Also very cool stats, all I would add to that is regeneration 20 and increase the melee reach to 6, call me crazy though

Maybe when we reach the stat phase, we can consider the fact that it maybe should function as a pit. I think it would be awesome if friend and foe alike could be force pushed into it and eaten with a save 11/6(flight).

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

adamb0nd wrote:

Maybe when we reach the stat phase, we can consider the fact that it maybe should function as a pit. I think it would be awesome if friend and foe alike could be force pushed into it and eaten with a save 11/6(flight).

That sounds great to me. It would feel wrong to have allied Ugnaughts & Mice (or anyone for that matter) running through the Sarlacc.

1. We were told to keep the base a Huge. Older Sarlaccs would be much larger than Huge. 2. A Young Sarlacc gives us the flexibility to give it movement as younger examples of the species did move, albeit very slowly. 3. It fits the Young Krayt Dragon precedent.

Here is a custom I came up with some time ago which helps put my comments into context.

Young Sarlacc 37 Hit Points: 200Defense: 19Attack: 13Damage: 20 Base: Huge Gender: Female Special AbilitiesMelee Attack (Can attack only adjacent enemies)Beaked Tongue (Replaces attacks, touch: 60 damage.)Demolish (Ignores Damage Reduction of adjacent targets)Double Attack (On her turn, this character can make 1 extra attack instead of moving)Ensnaring Tentacles (Large and smaller enemies hit by this character are considered ensnared. While ensnared, enemies may not move. Each time the target activates it is pulled 1 square closer to this character, save 11 negates and the character is no longer ensnared.)Entrenched (Set up anywhere on your side of the battle map. +4 Defense against nonadjacent enemies.)Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent)Relentless Tentacles (This character can make an attack of opportunity against an enemy character each time it moves into or out of an adjacent square)Savage (This character must end her move next to an enemy if she can and does not benefit from commander effects)Speed 1 (Can move only 1 square and attack, or 2 squares without attacking)"In its belly you will find a new definition of pain and suffering as you are slowly digested over a…thousand years."

Maybe when we reach the stat phase, we can consider the fact that it maybe should function as a pit. I think it would be awesome if friend and foe alike could be force pushed into it and eaten with a save 11/6(flight).

That sounds great to me. It would feel wrong to have allied Ugnaughts & Mice (or anyone for that matter) running through the Sarlacc.

There are issues I see with having a character act like terrain, but also act like a normal character. There are also issues with a character as a pit working like you want it to.

I strongly encourage you to not push the limits with any new SA's that you make up. The designers, for the most part, have learned the limits of what they can push in terms of rules, even if a lot of them are not rules experts.

1. We were told to keep the base a Huge. Older Sarlaccs would be much larger than Huge. 2. A Young Sarlacc gives us the flexibility to give it movement as younger examples of the species did move, albeit very slowly. 3. It fits the Young Krayt Dragon precedent.

Here is a custom I came up with some time ago which helps put my comments into context.

Young Sarlacc 37 Hit Points: 200Defense: 19Attack: 13Damage: 20 Base: Huge Gender: Female Special AbilitiesMelee Attack (Can attack only adjacent enemies)Beaked Tongue (Replaces attacks, touch: 60 damage.)Demolish (Ignores Damage Reduction of adjacent targets)Double Attack (On her turn, this character can make 1 extra attack instead of moving)Ensnaring Tentacles (Large and smaller enemies hit by this character are considered ensnared. While ensnared, enemies may not move. Each time the target activates it is pulled 1 square closer to this character, save 11 negates and the character is no longer ensnared.)Entrenched (Set up anywhere on your side of the battle map. +4 Defense against nonadjacent enemies.)Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent)Relentless Tentacles (This character can make an attack of opportunity against an enemy character each time it moves into or out of an adjacent square)Savage (This character must end her move next to an enemy if she can and does not benefit from commander effects)Speed 1 (Can move only 1 square and attack, or 2 squares without attacking)"In its belly you will find a new definition of pain and suffering as you are slowly digested over a…thousand years."

Take a look at a card next time you can. All that ain't gonna fit on there. We've learned over time that the text needs to be easily readable. If you need a magnifying glass to read it you're doing it wrong.

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